Search Results

Search found 5665 results on 227 pages for '2d games'.

Page 215/227 | < Previous Page | 211 212 213 214 215 216 217 218 219 220 221 222  | Next Page >

  • How to find relation between change in latitudes at centre of map and top/bottom

    - by Imran
    Hi, Im having little trouble finding a relation between the movement at centre and edge of a circle, Im doing for panning world map,my map extent is 180,89:-180,-89, my map pans by adding change(dx,dY) to its extents and not its centre. Now a situation has arrrised where I have to move the map to a specific centre, to calculate the change in longitudes is very easy and simple, but its the change in lattitudes that has caused problem. It seems the change in centreY of map is more than the change at edge of the mapY, or simply if I have to move the map centre from 0long,0lat to 73long,33lat, for dX I simply get 73, but for dY apparently it looks 33 but if i add 33 to top of map that is 89 , it will be 122 which is incorrect since Latitudes are between 90 and -90 . It seems a case a projection of a circle on 2D plane where the edge of circle since is moving backward due to angle expereinces less change and the centre expereinces more change, now is there a relation between these two factors? I tried converting the difference between OriginY and destinationY into radians and then add to Top and Bottom of Map, but it did'nt really work for me. Please note that the map is project on a virtual canvas whose width starts from 256 and increases by 256*2^z , z=0 is default and whole world is visible at that extent of canvas code: public void moveMapTo(double destinationLongitude,double destinationLattitude) // moves map to the new centre { double dXLong=destinationLongitude-centreLongitude; double atanhsinO = atanh(Math.sin(destinationLattitude * Math.PI / 180.00)); double atanhsinD = atanh(Math.sin(centreLatitude * Math.PI / 180.00)); double atanhCentre = (atanhsinD + atanhsinO) / 2; double latitudeSpan =destinationLattitude - centreLatitude; double radianOfCentreLatitude = Math.atan(Math.sinh(atanhCentre)); double dXLat=latitudeSpan / Math.cos(radianOfCentreLatitude); dXLat*=getLattitudeSpan()*(Math.PI/180); <--- HERE IS THE PORBLEM System.out.println("dxLong:"+dXLong+"_dxLat:"+dXLat); mapLeft+=dXLong; mapRight+=dXLong; mapTop+=dXLat; mapBottom+=dXLat; } ////latitude span function private double getLattitudeSpan() { double latitudeSpan = mapTop - mapBottom; latitudeSpan = latitudeSpan / Math.cos(radianOfCentreLatitude); return Math.abs(latitudeSpan); } //ht

    Read the article

  • Component must be a valid peer (when i remove frame.add(Component);)

    - by boyd
    i have this code here for creating and drawing array of pixels into an image import javax.swing.JFrame; import java.awt.Canvas; import java.awt.Graphics; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; public class test extends Canvas implements Runnable{ private static final long serialVersionUID = 1L; public static int WIDTH = 800; public static int HEIGHT = 600; public boolean running=true; public int[] pixels; public BufferedImage img; public static JFrame frame; private Thread thread; public static void main(String[] arg) { test wind = new test(); frame = new JFrame("WINDOW"); frame.add(wind); frame.setVisible(true); frame.setSize(WIDTH, HEIGHT); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); wind.init(); } public void init(){ thread=new Thread(this); thread.start(); img=new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB); pixels=((DataBufferInt)img.getRaster().getDataBuffer()).getData(); } public void run(){ while(running){ render(); try { thread.sleep(55); } catch (InterruptedException e) { e.printStackTrace(); } } } public void render(){ BufferStrategy bs=this.getBufferStrategy(); if(bs==null){ createBufferStrategy(4); return; } drawRect(0,0,150,150); Graphics g= bs.getDrawGraphics(); g.drawImage(img, 0, 0, WIDTH, HEIGHT, null); g.dispose(); bs.show(); } private void drawRect(int x, int y, int w, int h) { for(int i=x;i<w;i++) for(int j=x;j<h;j++) pixels[i+j*WIDTH]=346346; } } Why i get "Component must be a valid peer" error when i remove the line: frame.add(wind); Why I want to remove it? Because I want to create a frame using a class object(from another file) and use the code Window myWindow= new Window() to do exactly the same thing BTW: who knows Java and understands what i wrote please send me a message with your skype or yahoo messenger id.I want to cooperate with you for a project (graphics engine for games)

    Read the article

  • Extracting Certain XML Elements with PHP SimpleXML

    - by Peter
    I am having some problems parsing this piece of XML using SimpleXML. There is always only one Series element, and a variable number of Episode elements beneath. I want to parse XML so I can store the Series data in one table, and all the Episode data in another table. XML: <Data> <Series> <id>80348</id> <Genre>|Action and Adventure|Comedy|Drama|</Genre> <IMDB_ID>tt0934814</IMDB_ID> <SeriesID>68724</SeriesID> <SeriesName>Chuck</SeriesName> <banner>graphical/80348-g.jpg</banner> </Series> <Episode> <id>935481</id> <Director>Robert Duncan McNeill</Director> <EpisodeName>Chuck Versus the Third Dimension 2D</EpisodeName> <EpisodeNumber>1</EpisodeNumber> <seasonid>27984</seasonid> <seriesid>80348</seriesid> </Episode> <Episode> <id>935483</id> <Director>Robert Duncan McNeill</Director> <EpisodeName>Buy More #15: Employee Health</EpisodeName> <EpisodeNumber>2</EpisodeNumber> <seasonid>27984</seasonid> <seriesid>80348</seriesid> </Episode> </Data> When I attempt to access just the first Series element and child nodes, or iterate through the Episode elements only it does not work. I have also tried to use DOMDocument with SimpleXML, but could not get that to work at all. PHP Code: <?php if(file_exists('en.xml')) { $data = simplexml_load_file('en.xml'); foreach($data as $series) { echo 'id: <br />' . $series->id; echo 'imdb: <br />' . $series->IMDB_ID; } } ?> Output: id:80348 imdb:tt0934814 id:935481 imdb: id:1534641 imdb: Any help would be greatly appreciated.

    Read the article

  • Drawing text to <canvas> with @font-face does not work at the first time

    - by lemonedo
    Hi all, First try the test case please: http://lemon-factory.net/test/font-face-and-canvas.html I'm not good at English, so I made the test case to be self-explanatory. On the first click to the DRAW button, it will not draw text, or will draw with an incorrect typeface instead of the specified "PressStart", according to your browser. After then it works as expected. At the first time the text does not appear correctly in all browsers I've tested (Firefox, Google Chrome, Safari, Opera). Is it the standard behavior or something? Thank you. PS: Following is the code of the test case <!DOCTYPE html> <html> <head> <meta http-equiv=Content-Type content="text/html;charset=utf-8"> <title>@font-face and canvas</title> <style> @font-face { font-family: 'PressStart'; src: url('http://lemon-factory.net/css/fonts/prstart.ttf'); } canvas, pre { border: 1px solid #666; } pre { float: left; margin: .5em; padding: .5em; } </style> </head> <body> <div> <canvas id=canvas width=250 height=250> Your browser does not support the CANVAS element. Try the latest Firefox, Google Chrome, Safari or Opera. </canvas> <button>DRAW</button> </div> <pre id=style></pre> <pre id=script></pre> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script> var canvas = document.getElementById('canvas') var ctx = canvas.getContext('2d') var x = 30 var y = 10 function draw() { ctx.font = '12px PressStart' ctx.fillStyle = '#000' ctx.fillText('Hello, world!', x, y += 20) ctx.fillRect(x - 20, y - 10, 10, 10) } $('button').click(draw) $('pre#style').text($('style').text()) $('pre#script').text($('script').text()) </script> </body> </html>

    Read the article

  • php array code with regular expressions

    - by user551068
    there are few mistakes which it is showing as Warning: preg_match() [function.preg-match]: Delimiter must not be alphanumeric or backslash in array 4,9,10,11,12... can anyone resolve them <?PHP $hosts = array( array("ronmexico.kainalopallo.com/","beforename=$F_firstname%20$F_lastname&gender=$F_gender","Your Ron Mexico Name is ","/the ultimate disguise, is <u><b>([^<]+)<\/b><\/u>/s"), array("www.fjordstone.com/cgi-bin/png.pl","gender=$F_gender&submit=Name%20Me","Your Pagan name is ","/COLOR=#000000 SIZE=6> *([^<]*)<\/FONT>/"), array("rumandmonkey.com/widgets/toys/mormon/index.php","gender=$F_gender&firstname=$F_firstname&surname=$F_lastname","Your Mormon Name is ","/<p>My Mormon name is <b>([^<]+)<\/b>!<br \/>/s"), array("cyborg.namedecoder.com/index.php","acronym=$F_firstname&design=edox&design_click-edox.x=0&design_click-edox.y=0&design_click-edox=edo","","Your Cyborg Name is ","/<p>([^<]+)<\/p>/"), array("rumandmonkey.com/widgets/toys/namegen/10/","nametype=$brit&page=2&id=10&submit=God%20save%20the%20Queen!&name=$F_firstname%20$F_lastname","Your Very British Name is ","/My very British name is \&lt\;b\&gt;([^&]+)\&lt;\/b\&gt;\.\&lt;br/"), array("blazonry.com/name_generator/usname.php","realname=$F_firstname+$F_lastname&gender=$F_gender","Your U.S. Name is ","/also be known as <font size=\'\+1\'><b>([^<]+)<\/b>/s"), array("www.spacepirate.org/rogues.php","realname=$F_firstname%20$F_lastname&formentered=Yes&submit=Arrrgh","Your Space Pirate name is ","/Your pirate name is <font size=\'\+1\'><b>([^<]+)<\/b><\/font>/s"), array("rumandmonkey.com/widgets/toys/ghetto/","firstname=$F_firstname&lastname=$F_lastname","Your Ghetto Name is ","/<p align=\"center\" style=\"font-size: 36px\">\s*<br \/>\s*([^<]*)<br \/>/"), array("www.emmadavies.net/vampire/default.aspx","mf=$emgender&firstname=$F_firstname&lastname=$F_lastname&submit=Find+My+Vampire+Name","","Your Vampire Name is ","/<i class=\"vampirecontrol vampire name\">([^<]*)<\/i>/"), array("www.emmadavies.net/fairy/default.aspx","mf=$emgender&firstname=$F_firstname&lastname=$F_lastname&submit=Seek+Fairy","","Your Fairy Name is ","/<i class=\'ng fairy name\'>([^<]*)<\/i>/"), array("www.irielion.com/israel/reggaename.html","phase=3&oldname=$F_firstname%20$F_lastname&gndr=$reggender","","Your Rasta Name is ","/Yes I, your irie new name is ([^\n]*)\n/"), array("www.ninjaburger.com/fun/games/ninjaname/ninjaname.php","realname=$F_firstname+$F_lastname","Your Ninja Burger Name is ","/<BR>Ninja Burger ninja name will be<BR><BR><FONT SIZE=\'\+1\'>([^<]*)<\/FONT>/"), array("gangstaname.com/pirate_name.php","sex=$F_gender&name=$F_firstname+$F_lastname","Your Pirate Name is ","/<p><strong>We\'ll now call ye:<\/strong><\/p> *<h2 class=\"newName\">([^<]*)<\/h2>/"), array("www.xach.com/nerd-name/","name=$F_firstname+$F_lastname&gender=$F_gender","Your Nerd Name is ","/<p><div align=center class=\"nerdname\">([^<]*)<\/div>/"), array("rumandmonkey.com/widgets/toys/namegen/5941/","page=2&id=5941&nametype=$dj&name=$F_firstname+$F_lastname","Your DJ Name is ","/My disk spinnin nu name is &lt\;b&gt\;([^<]*)&lt\;\/b&gt\;\./"), array("pizza.sandwich.net/poke/pokecgi.cgi","name=$F_firstname%20$F_lastname&color=black&submit=%20send%20","Your Pokename is ","/Your Pok&eacute;name is: <h1>([^<]*)<\/h1>/") ); return $hosts; ?>

    Read the article

  • Need Help on OAuthException Code 2500

    - by Deepak
    I am trying to develop an Facebook application (apps.facebook.com/some_app) using PHP where I need to present some information based on user's music interests. I found that its under "user_likes games". My problems are as follows: To gain access, I have implemented the oauth dialog method as suggested in API in my index page. $auth_url = "http://www.facebook.com/dialog/oauth?client_id=" . $app_id . "&redirect_uri=" . urlencode($canvas_page) ."&scope=user_likes"; After successful authorization I come back to index page with "code" as parameters. http://MY_CANVAS_PAGE/?code=some base64 encoded letters Firstly I don't know if I need access_token just to read user's music interests but I have tried all the methods suggested. I couldn't move forward from this point I have a code like this (in my index page), which redirects for authorization if code parameters is not set. if(empty($code) && !isset($_REQUEST['error'])) { $_SESSION['state'] = md5(uniqid(rand(), TRUE)); //CSRF protection echo("<script> top.location.href='" . $auth_url . "'</script>"); } Currently I am just trying to get user's public information here but with no success. I have tried the signed_request method as suggested but no success $signed_request = $_REQUEST["signed_request"]; list($encoded_sig, $payload) = explode('.', $signed_request, 2); $data = json_decode(base64_decode(strtr($payload, '-_', '+/')), true); echo ("Welcome User: " . $data["user_id"]); Also tried the code found in http://developers.facebook.com/blog/post/500/ but I am getting error when trying to get the debug info using print_r($decoded_response); stdClass Object ( [error] => stdClass Object ( [message] => An active access token must be used to query information about the current user. [type] => OAuthException [code] => 2500 ) ) To get user's public info, I have tried also the suggested example in PHP SDK $facebook = new Facebook(array( 'appId' => MY_APP_ID, //registered facebook APP ID 'secret' => MY_SECRET, //secret key for APP )); $fb_user = $facebook->getUser(); if($fb_user){ try { $user_profile = $facebook->api('/me'); echo $user_profile['email']; } catch(FacebookApiException $e) { $fb_user = null; } } But no success. Can somebody explain me why I am getting this error and how to access the user's music interest properly. Probably I misunderstood the API. Thanks Deepak

    Read the article

  • Decrypting data from a secure socket

    - by Ronald
    I'm working on a server application in Java. I've successfully got past the handshake portion of the communication process, but how do I go about decrypting my input stream? Here is how I set up my server: import java.io.IOException; import java.net.ServerSocket; import java.net.Socket; import java.util.ArrayList; import java.util.HashMap; import javax.net.ServerSocketFactory; import javax.net.ssl.SSLServerSocket; import javax.net.ssl.SSLServerSocketFactory; import org.json.me.JSONException; import dictionary.Dictionary; public class Server { private static int port = 1234; public static void main(String[] args) throws JSONException { System.setProperty("javax.net.ssl.keyStore", "src/my.keystore"); System.setProperty("javax.net.ssl.keyStorePassword", "test123"); System.out.println("Starting server on port: " + port); HashMap<String, Game> games = new HashMap<String, Game>(); final String[] enabledCipherSuites = { "SSL_RSA_WITH_RC4_128_SHA" }; try{ SSLServerSocketFactory socketFactory = (SSLServerSocketFactory) SSLServerSocketFactory.getDefault(); SSLServerSocket listener = (SSLServerSocket) socketFactory.createServerSocket(port); listener.setEnabledCipherSuites(enabledCipherSuites); Socket server; Dictionary dict = new Dictionary(); Game game = new Game(dict); //for testing, creates 1 global game. while(true){ server = listener.accept(); ClientConnection conn = new ClientConnection(server, game, "User"); Thread t = new Thread(conn); t.start(); } } catch(IOException e){ System.out.println("Failed setting up on port: " + port); e.printStackTrace(); } } } I used a BufferedReader to get the data send from the client: BufferedReader d = new BufferedReader(new InputStreamReader(socket.getInputStream())); After the handshake is complete it appears like I'm getting encrypted data. I did some research online and it seems like I might need to use a Cipher, but I'm not sure. Any ideas?

    Read the article

  • Is there a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the .NET graphics world?

    - by Rao
    For the past 5 months or so, I've spent time learning C# using Andrew Troelsen's book and getting familiar with stuff in the .NET 4 stack... bits of ADO.NET, EF4 and a pinch of WCF to taste. I'm really interested in graphics development (not for games though), which is why I chose to go the .NET route when I decided choose from either Java or .NET to learn... since I heard about WPF and saw some sexy screenshots and all. I'm even almost done with the 4 WPF chapters in Troelsen's book. Now, all of a sudden I saw some post on a forum about how "WPF was dead" in the face of something called Silverlight. I searched more and saw all the confusion going on at present... even stuff like "Silverlight is dead too!" wrt HTML5. From what I gather, we are in a delicate period of time that will eventually decide which technology will stabilize, right? Even so, as someone new moving into UI & graphics development via .NET, I wish I could get some guidance from people more experienced people. Maybe I'm reading too much? Maybe I have missed some pieces of information? Maybe a path exists that minimizes tears of blood? In any case, here is a sample vomiting of my thoughts on which I'd appreciate some clarification or assurance or spanking: My present interest lies in desktop development. But on graduating from college, I wish to market myself as a .NET developer. The industry seems to be drooling for web stuff. Can Silverlight do both equally well? (I see on searches that SL works "out of browser"). I have two fair-sized hobby projects planned that will have hawt UIs with lots of drag n drop, sliding animations etc. These are intended to be desktop apps that will use reflection, database stuff using EF4, networking over LAN, reading-writing of files... does this affect which graphics technology can be used? At some laaaater point, if I become interested in doing a bit of 3D stuff in .NET, will that affect which technologies can be used? Or what if I look up to the heavens, stick out my middle finger, and do something crazy like go learn HTML5 even though my knowledge of it can be encapsulated in 2 sentences? Sorry I seem confused so much, I just want to know if there's a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the graphics world.

    Read the article

  • Help creating a JavaScript mixin in Tapestry5?

    - by shane87
    I am creating a mixin which renders a javascript file when a textfield gains focus. I am new to the idea of mixins in Tapestry, and I am unsure of where to place my original javascript file which i wish to run when the textfield gains focus. The following is an example of my code: The Java mixin class: package asc.mixins; import org.apache.tapestry5.RenderSupport; import org.apache.tapestry5.annotations.AfterRender; import org.apache.tapestry5.annotations.Environmental; import org.apache.tapestry5.annotations.IncludeJavaScriptLibrary; import org.apache.tapestry5.annotations.InjectContainer; import org.apache.tapestry5.corelib.base.AbstractTextField; @IncludeJavaScriptLibrary("js_dasher_mixin.js") public class DasherMixin { @Environmental private RenderSupport renderSupport; @InjectContainer private AbstractTextField field; @AfterRender void addScript() { this.renderSupport.addScript("new JSDasher('%s');", this.field.getClientId()); } } The Javascript mixin file: JSDasher = Class.create({ initialize: function(textField) { this.textField = $(textField); this.textField.observe('focus', this.onFocus.bindAsEventListener(this)); }, onFocus: function(event) { //call my javascript init() function } } part of my javascript file I wish to run when the textfield gains focus: var posX, posY; // Sets up our global variables and dispatches an init request to the server. function init() { posX=0; posY=0; canvas = document.getElementById("canvas"); canvasWidth = canvas.offsetWidth; canvasHeight = canvas.offsetHeight; if (canvas.getContext) { ctx = canvas.getContext("2d"); } canvas.onclick = canvasClicked; canvas.onmousemove = mouseMoved; canvasOffsetX = findPosX(canvas); canvasOffsetY = findPosY(canvas); sessID = -1; sendInitRQ(canvasWidth, canvasHeight); } My javascript file is much larger than above, my question is where should I put my javascript code above? Should it all be contained in the mixin.js file? if so where exactly should it go? Thanks in advance for any help.

    Read the article

  • Increase efficiency for an R simulator of the Monty Hall Puzzle

    - by jahan_m
    The Monty Hall Problem is a simple puzzle involving probability that even stumps professionals in careers dealing with some heavy-duty math. Here's the basic problem: Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what's behind the doors, opens another door, say No. 3, which has a goat. He then says to you, "Do you want to pick door No. 2?" Is it to your advantage to switch your choice? You can find numerous explanations of the solution here: http://en.wikipedia.org/wiki/Monty_Hall_problem Goal of my simulation: Prove that a switching strategy will win you the car 2/3 of the time. I got curious and wanted to write a little function that simulates the problem many times and returns the proportion of wins if you switched and the proportion of wins if you stayed with your first choice. The function then plots the cumulative wins. First and foremost, I'm interested in hearing if my simulation is indeed replicating the Monty Problem, or if some aspect of the code got it wrong. Secondly, this function takes a long time to run once I get to about 10,000 simulations. I know I don't need this many simulations to prove this but I'd love to hear some ideas on how to make it more efficient. Thanks for your feedback! Monty_Hall=function(repetitions){ doors=c('A','B','C') stay_wins=0 switch_wins=0 series=data.frame(sim_num=seq(repetitions),cum_sum_stay=replicate(repetitions,0),cum_sum_switch=replicate(repetitions,0)) for(i in seq(repetitions)){ winning_door=sample(doors,1) contestant_chooses=sample(doors,1) if(contestant_chooses==winning_door) stay_wins=stay_wins+1 else switch_wins=switch_wins+1 series[i,'cum_sum_stay']=stay_wins series[i,'cum_sum_switch']=switch_wins } plot(series$sim_num,series$cum_sum_switch,col=2,ylab='Cumulative # of wins', xlab='Simulation #',main=sprintf('%d Simulations of the Monty Hall Paradox',repetitions),type='l') lines(series$sim_num,series$cum_sum_stay,col=4) legend('topleft',legend=c('Cumulative wins from switching', 'Cumulative wins from staying'),col=c(2,4),lty=1) result=list(series=series,stay_wins=stay_wins,switch_wins=switch_wins, proportion_stay_wins=stay_wins/repetitions, proportion_switch_wins=switch_wins/repetitions) return(result) } #Theory predicts that it is to the contestant's advantage if he #switches his choice to the other door. This function simulates the game #many times, and shows you the proportion of games in which staying or #switching would win the car. It also plots the cumulative wins for each strategy. Monty_Hall(100)

    Read the article

  • Tools to Help out with

    - by peter
    I am developing a C# .NET application. In the app.config file I add trace logging as shown, <?xml version="1.0" encoding="UTF-8" ?> <configuration> <system.diagnostics> <trace autoflush="true" /> <sources> <source name="System.Net.Sockets" maxdatasize="1024"> <listeners> <add name="MyTraceFile"/> </listeners> </source> </sources> <sharedListeners> <add name="MyTraceFile" type="System.Diagnostics.TextWriterTraceListener" initializeData="System.Net.trace.log" /> </sharedListeners> <switches> <add name="System.Net" value="Verbose" /> </switches> </system.diagnostics> </configuration> Are there any good tools around to analyse the log file that is output? The output looks like this, System.Net.Sockets Verbose: 0 : [5900] Data from Socket#8764489::Send DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000000 : 4D 49 4D 45 2D 56 65 72-73 69 6F 6E 3A 20 31 2E : MIME-Version: 1. DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000060 : 65 3A 20 37 20 41 70 72-20 32 30 31 30 20 31 35 : e: 7 Apr 2010 15 DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000070 : 3A 32 32 3A 34 30 20 2B-31 32 30 30 0D 0A 53 75 : :22:40 +1200..Su DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000080 : 62 6A 65 63 74 3A 20 5B-45 72 72 6F 72 5D 20 45 : bject: [Error] E DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000090 : 78 63 65 70 74 69 6F 6E-20 69 6E 20 53 79 6E 63 : xception in Sync DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 000000A0 : 53 65 72 76 69 63 65 20-28 32 30 30 38 2E 30 2E : Service (2008.0. DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 000000B0 : 33 30 34 2E 31 32 33 34-32 29 0D 0A 43 6F 6E 74 : 304.12342)..Cont DateTime=2010-04-07T03:22:40.1067012Z Is there anything that can take the output shown above (my output is a text file 100mb in size), group together packets, and help out with finding particular issues I would like to hear about it. Thanks.

    Read the article

  • Flipping OpenGL texture

    - by Mk12
    When I load textures from images normally, they are upside down because of OpenGL's coordinate system. What would be the best way to flip them? glScalef(1.0f, -1.0f, 1.0f); vertically flipping the image files manually (in Photoshop) flipping them programatically after loading them (I don't know how) This is the method I'm using to load png textures, in my Utilities.m file (Objective-C): + (GLuint)loadPngTexture:(NSString *)name { CFURLRef textureURL = CFBundleCopyResourceURL( CFBundleGetMainBundle(), (CFStringRef)name, CFSTR("png"), CFSTR("Textures")); NSAssert(textureURL, @"Texture name invalid"); CGImageSourceRef imageSource = CGImageSourceCreateWithURL(textureURL, NULL); NSAssert(imageSource, @"Invalid Image Path."); NSAssert((CGImageSourceGetCount(imageSource) > 0), @"No Image in Image Source."); CFRelease(textureURL); CGImageRef image = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL); NSAssert(image, @"Image not created."); CFRelease(imageSource); NSUInteger width = CGImageGetWidth(image); NSUInteger height = CGImageGetHeight(image); void *data = malloc(width * height * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSAssert(colorSpace, @"Colorspace not created."); CGContextRef context = CGBitmapContextCreate( data, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); NSAssert(context, @"Context not created."); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image); CGImageRelease(image); CGContextRelease(context); GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); free(data); return textureId; } Also, another thing I was wondering about: If I made a simple 2d game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner, or would I run in to problems with other things (e.g. text rendering)? Thanks.

    Read the article

  • Anybody Know of any Tools to help Analysing .NET Trace Log Files?

    - by peter
    I am developing a C# .NET application. In the app.config file I add trace logging as shown, <?xml version="1.0" encoding="UTF-8" ?> <configuration> <system.diagnostics> <trace autoflush="true" /> <sources> <source name="System.Net.Sockets" maxdatasize="1024"> <listeners> <add name="MyTraceFile"/> </listeners> </source> </sources> <sharedListeners> <add name="MyTraceFile" type="System.Diagnostics.TextWriterTraceListener" initializeData="System.Net.trace.log" /> </sharedListeners> <switches> <add name="System.Net" value="Verbose" /> </switches> </system.diagnostics> </configuration> Are there any good tools around to analyse the log file that is output? The output looks like this, System.Net.Sockets Verbose: 0 : [5900] Data from Socket#8764489::Send DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000000 : 4D 49 4D 45 2D 56 65 72-73 69 6F 6E 3A 20 31 2E : MIME-Version: 1. DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000060 : 65 3A 20 37 20 41 70 72-20 32 30 31 30 20 31 35 : e: 7 Apr 2010 15 DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000070 : 3A 32 32 3A 34 30 20 2B-31 32 30 30 0D 0A 53 75 : :22:40 +1200..Su DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000080 : 62 6A 65 63 74 3A 20 5B-45 72 72 6F 72 5D 20 45 : bject: [Error] E DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 00000090 : 78 63 65 70 74 69 6F 6E-20 69 6E 20 53 79 6E 63 : xception in Sync DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 000000A0 : 53 65 72 76 69 63 65 20-28 32 30 30 38 2E 30 2E : Service (2008.0. DateTime=2010-04-07T03:22:40.1067012Z System.Net.Sockets Verbose: 0 : [5900] 000000B0 : 33 30 34 2E 31 32 33 34-32 29 0D 0A 43 6F 6E 74 : 304.12342)..Cont DateTime=2010-04-07T03:22:40.1067012Z Is there anything that can take the output shown above (my output is a text file 100mb in size), group together packets, and help out with finding particular issues I would like to hear about it. Thanks.

    Read the article

  • Can't access font resource in Silverlight class library

    - by Matt
    I have a reasonably large Silveright 3.0 project on the go, and I'm having issues accessing a couple of custom font resources from within one of the assemblies. I've got a working test solution where I have added a custom font as a resource, and can access it fine from XAML using: <TextBlock Text="Test" FontFamily="FontName.ttf#Font Name" /> The test solution consists of the TestProject.Application and the TestProject.Application.Web projects, with all the fun and games obviously in the TestProject.Application project However, when I try this in my main solution, the fonts refuse to show in the correct type face (instead showing in the default font). There's no difference in the way the font has been added to project between the test solution and the main solution, and the XAML is identical. However, there is a solution layout difference. In the main solution, as well as having a MainApp.Application and MainApp.Application.Web project, I also have a MainApp.Application.ViewModel project and a MainApp.Application.Views project, and the problem piece of XAML is the in the MainApp.Application.Views project (not the .Application project like the test solution). I've tried putting the font into either the .Application or .Application.Views project, tried changing the Build Action to Content, Embedded Resource etc, all to no avail. So, is there an issue accessing font resources from a child assembly that I don't know about, or has anyone successfully done this? My long term need will be to have the valid custom fonts being stored as resources in a separate .Application.FontLibrary assembly that will be on-demand downloaded and cached, and the XAML controls in the .Application.Views project will need to reference this FontLibrary assembly to get the valid fonts. I've also tried xcreating this separate font library assembly, and I can't seem to get the fonts from the second assembly. As some additional information, I've also tried the following font referencing approaches: <TextBlock Text="Test" FontFamily="/FontName.ttf#Font Name" /> <TextBlock Text="Test" FontFamily="pack:application,,,/FontName.ttf#Font Name" /> <TextBlock Text="Test" FontFamily="pack:application,,,/MainApp.Application.Views;/FontName.ttf#Font Name" /> <TextBlock Text="Test" FontFamily="pack:application,,,/MainApp.Application.Views;component/FontName.ttf#Font Name" /> And a few similar variants with different assembly references/sub directories/random semi colons. And so far nothing works... anyone struck this (and preferably solved it)?

    Read the article

  • Simplifying a four-dimensional rule table in Matlab: addressing rows and columns of each dimension

    - by Cate
    Hi all. I'm currently trying to automatically generate a set of fuzzy rules for a set of observations which contain four values for each observation, where each observation will correspond to a state (a good example is with Fisher's Iris Data). In Matlab I am creating a four dimensional rule table where a single cell (a,b,c,d) will contain the corresponding state. To reduce the table I am following the Hong and Lee method of row and column similarity checking but I am having difficulty understanding how to address the third and fourth dimensions' rows and columns. From the method it is my understanding that each dimension is addressed individually and if the rule is true, the table is simplified. The rules for merging are as follows: If all cells in adjacent columns or rows are the same. If two cells are the same or if either of them is empty in adjacent columns or rows and at least one cell in both is not empty. If all cells in a column or row are empty and if cells in its two adjacent columns or rows are the same, merge the three. If all cells in a column or row are empty and if cells in its two adjacent columns or rows are the same or either of them is empty, merge the three. If all cells in a column or row are empty and if all the non-empty cells in the column or row to its left have the same region, and all the non-empty cells in the column or row to its right have the same region, but one different from the previously mentioned region, merge these three columns into two parts. Now for the confusing bit. Simply checking if the entire row/column is the same as the adjacent (rule 1) seems simple enough: if (a,:,:,:) == (a+1,:,:,:) (:,b,:,:) == (:,b+1,:,:) (:,:,c,:) == (:,:,c+1,:) (:,:,:,d) == (:,:,:,d+1) is this correct? but to check if the elements in the row/column match, or either is zero (rules 2 and 4), I am a bit lost. Would it be something along these lines: for a = 1:20 for i = 1:length(b) if (a+1,i,:,:) == (a,i,:,:) ... else if (a+1,i,:,:) == 0 ... else if (a,i,:,:) == 0 etc. and for the third and fourth dimensions: for c = 1:20 for i = 1:length(a) if (i,:,c,:) == (i,:,c+1,:) ... else if (i,:,c+1,:) == 0 ... else if (i,:,c,:) == 0 etc. for d = 1:20 for i = 1:length(a) if (i,:,:,d) == (i,:,:,d+1) ... else if (i,:,:,d+1) == 0 ... else if (i,:,:,d) == 0 etc. even any help with four dimensional arrays would be useful as I'm so confused by the thought of more than three! I would advise you look at the paper to understand my meaning - they themselves have used the Iris data but only given an example with a 2D table. Thanks in advance, hopefully!

    Read the article

  • HLSL tex2d sampler seemingly using inconsistent rounding; why?

    - by RJFalconer
    Hello all, I have code that needs to render regions of my object differently depending on their location. I am trying to use a colour map to define these regions. The problem is when I sample from my colour map, I get collisions. Ie, two regions with different colours in the colourmap get the same value returned from the sampler. I've tried various formats of my colour map. I set the colours for each region to be "5" apart in each case; Indexed colour RGB, RGBA: region 1 will have RGB 5%,5%,5%. region 2 will have RGB 10%,10%,10% and so on. HSV Greyscale: region 1 will have HSV 0,0,5%. region 2 will have HSV 0,0,10% and so on. (Values selected in The Gimp) The tex2D sampler returns a value [0..1]. [ I then intend to derive an int array index from region. Code to do with that is unrelated, so has been removed from the question ] float region = tex2D(gColourmapSampler,In.UV).x; Sampling the "5%" colour gave a "region" of 0.05098 in hlsl. From this I assume the 5% represents 5/100*255, or 12.75, which is rounded to 13 when stored in the texture OR when sampled by the sampler; can't tell which. (Reasoning: 0.05098 * 255 ~= 13) By this logic, the 50% should be stored as 127.5. Sampled, I get 0.50196 which implies it was stored as 128. the 70% should be stored as 178.5. Sampled, I get 0.698039, which implies it was stored as 178. What rounding is going on here? (127.5 becomes 128, 178.5 becomes 178 ?!) Edit: OK, http://en.wikipedia.org/wiki/Bankers_rounding#Round_half_to_even Apparently this is "banker's rounding". Is this really what HLSL samplers use? I am using Shader Model 2 and FX Composer. This is my sampler declaration; //Colour map texture gColourmapTexture < string ResourceName = "Globe_Colourmap_Regions_Greyscale.png"; string ResourceType = "2D"; >; sampler2D gColourmapSampler : register(s1) = sampler_state { Texture = <gColourmapTexture>; #if DIRECT3D_VERSION >= 0xa00 Filter = MIN_MAG_MIP_LINEAR; #else /* DIRECT3D_VERSION < 0xa00 */ MinFilter = Linear; MipFilter = Linear; MagFilter = Linear; #endif /* DIRECT3D_VERSION */ AddressU = Clamp; AddressV = Clamp; };

    Read the article

  • Javascript not getting keyDown input

    - by William
    For some reason my code just isn't wanting to fire off any kind of OnKeyDown event. I don't know why. Can anyone tell me what I'm doing wrong? <!DOCTYPE html> <html lang="en"> <head> <title>Canvas test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #000000;} canvas{ background-color: #ffffff;} </style> <script type="text/javascript"> var x = 50; var y = 250; var speed = 5; function controls(event){ if(!e){ //for IE e = window.event; } if(e.keyCode==37){//keyCode 37 is left arrow x -= speed; } if(e.keyCode==39){ //keyCode 39 is right arrow x += speed; } if(e.keyCode==38){//keyCode 37 is up arrow y -= speed; } if(e.keyCode==40){ //keyCode 39 is down arrow y += speed; } } function update(){ document.onkeydown="controls(event);"; draw(); } function draw(){ var canvas = document.getElementById('screen1'); if (canvas.getContext){ var ctx = canvas.getContext('2d'); ctx.fillStyle = 'rgba(255,255,255,0.5)'; ctx.fillRect(0,0,500,500); ctx.fillStyle = 'rgb(236,138,68)'; ctx.fillRect(x,y,25,25); } } setInterval('update();', 1000/60); </script> </head> <body> <canvas id="screen1" width="500" height="500"></canvas> </body> </html>

    Read the article

  • Trying to understand the usage of class_eval

    - by eMxyzptlk
    Hello everyone, I'm using the rails-settings gem, and I'm trying to understand how you add functions to ActiveRecord classes (I'm building my own library for card games), and I noticed that this gem uses one of the Meta-programming techniques to add the function to the ActiveRecord::Base class (I'm far from Meta-programming master in ruby, but I'm trying to learn it) module RailsSettings class Railtie < Rails::Railtie initializer 'rails_settings.initialize', :after => :after_initialize do Railtie.extend_active_record end end class Railtie def self.extend_active_record ActiveRecord::Base.class_eval do def self.has_settings class_eval do def settings RailsSettings::ScopedSettings.for_thing(self) end scope :with_settings, :joins => "JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}')", :select => "DISTINCT #{self.table_name}.*" scope :with_settings_for, lambda { |var| { :joins => "JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}') AND settings.var = '#{var}'" } } scope :without_settings, :joins => "LEFT JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}')", :conditions => 'settings.id IS NULL' scope :without_settings_for, lambda { |var| { :joins => "LEFT JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}') AND settings.var = '#{var}'", :conditions => 'settings.id IS NULL' } } end end end end end end What I don't understand is why he uses class_eval on ActiveRecord::Base, wasn't it easier if he just open the ActiveRecord::Base class and define the functions? Specially that there's nothing dynamic in the block (What I mean by dynamic is when you do class_eval or instance_eval on a string containing variables) something like this: module ActiveRecord class Base def self.has_settings class_eval do def settings RailsSettings::ScopedSettings.for_thing(self) end scope :with_settings, :joins => "JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}')", :select => "DISTINCT #{self.table_name}.*" scope :with_settings_for, lambda { |var| { :joins => "JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}') AND settings.var = '#{var}'" } } scope :without_settings, :joins => "LEFT JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}')", :conditions => 'settings.id IS NULL' scope :without_settings_for, lambda { |var| { :joins => "LEFT JOIN settings ON (settings.thing_id = #{self.table_name}.#{self.primary_key} AND settings.thing_type = '#{self.base_class.name}') AND settings.var = '#{var}'", :conditions => 'settings.id IS NULL' } } end end end end I understand the second class_eval (before the def settings) is to define functions on the fly on every class that 'has_settings' right ? Same question here, I think he could use "def self.settings" instead of "class_eval.... def settings", no ?

    Read the article

  • Self updating app, wont overwrite existing app, using Android packagemanager?

    - by LokiSinclair
    I know there are plenty of questions about this on here, but I've tried everything (but the correct 'thing', obviously!) and nothing seems to shine any light on the problem I'm having. I've written an app (for a customer), which is designed to be hosted on their own server. The app references a simple text file with the latest version code in it and checks it against it's own version. If it's out of date it goes off and downloads the update. Everything is working as intended up to this point. I use the: Intent i = new Intent(Intent.ACTION_VIEW); i.setDataAndType(Uri.fromFile(outputFile), "application/vnd.android.package-archive"); i.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); startActivity(i); ...code to start the install process of the newly downloaded .apk file. And that all starts as I would expect. I click on "Install" - when I'm prompted to confirm the overwriting of the current app, with the new. It starts, and then displays: App not installed. And existing package by the same name with a conflicting signature is already installed. Now I'm aware that Android can't have multiple applications sharing the same package name, which is fine, but nothing comes up in LogCat and I can only assume that the OS is annoyed at me attempting to 'update' my app, even though I'm going through all the correct channels and using the inbuilt package manager to do it for me! Can anyone tell me what the OS is moaning about? I'm not attempting to install two apps side by side, I want it to update it, which it starts to do, and then gets really confused. Is it something to do with me using the same keystore for signing the packages? I highly doubt it as I've used the same keystores previously to handle updates to games and the like, but I just can't figure out what it's complaining about. Hopefully someone out there has had this issue and solved it, and can point me in the right direction. I'm flying a bit blind with the limited information it's giving me :( Cheers.

    Read the article

  • C++ Undeclared Identifier (but it is declared?)

    - by Joshua
    I'm pretty sure I've included the qanda class, but when I try to declare a vector that contains it or a class of that type I get an error saying that qanda is undefined. Any idea what the problem might be? bot_manager_item.h #pragma once #include "../bot_packet/bot_packet.h" #include <vector> class bot_manager_item; #include "qanda.h" #include "bot_manager.h" class bot_manager_item { public: bot_manager_item(bot_manager* mngr, const char* name, const char* work_dir); ~bot_manager_item(); bool startup(); void cleanup(); void on_push_event(bot_exchange_format f); bool disable; private: void apply_changes(); bot_manager *_mngr; std::string _name; std::string _work_dir; std::string _message; std::string _message_copy; std::vector<qanda> games; qanda test; char _config_full_path[2600]; }; qanda.h #ifndef Q_AND_A #define Q_AND_A #include "users.h" #include "..\bot_packet\bot_packet.h" #include "bot_manager.h" #include <string> #include <algorithm> #include <map> #include <vector> #include <fstream> class qanda { public: qanda(bot_manager * manager, std::string name, std::string directory); ~qanda(){}; void room_message(std::string username, std::string user_message); void timer_tick(); private: // data members std::string question; std::string answer; std::string directory; std::string command_prefix; std::string name; Users users; std::map <std::string, std::string> questions_and_answers; int time_per_question; // seconds int time_between_questions; // seconds int timer; // milliseconds bool is_delayed; bool is_playing; bot_manager * manager; // functions void new_question(); void send_message(std::string msg); void announce_question(); void load_questions(); }; #endif

    Read the article

  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

    Read the article

  • MATLAB image corner coordinates & referncing to cell arrays

    - by James
    Hi, I am having some problems comparing the elements in different cell arrays. The context of this problem is that I am using the bwboundaries function in MATLAB to trace the outline of an image. The image is of a structural cross section and I am trying to find if there is continuity throughout the section (i.e. there is only one outline produced by the bwboundaries command). Having done this and found where the is more than one section traced (i.e. it is not continuous), I have used the cornermetric command to find the corners of each section. The code I have is: %% Define the structural section as a binary matrix (Image is an I-section with the web broken) bw(20:40,50:150) = 1; bw(160:180,50:150) = 1; bw(20:60,95:105) = 1; bw(140:180,95:105) = 1; Trace = bw; [B] = bwboundaries(Trace,'noholes'); %Traces the outer boundary of each section L = length(B); % Finds number of boundaries if L > 1 disp('Multiple boundaries') % States whether more than one boundary found end %% Obtain perimeter coordinates for k=1:length(B) %For all the boundaries perim = B{k}; %Obtains perimeter coordinates (as a 2D matrix) from the cell array end %% Find the corner positions C = cornermetric(bw); Areacorners = find(C == max(max(C))) % Finds the corner coordinates of each boundary [rowindexcorners,colindexcorners] = ind2sub(size(Newgeometry),Areacorners) % Convert corner coordinate indexes into subcripts, to give x & y coordinates (i.e. the same format as B gives) %% Put these corner coordinates into a cell array Cornerscellarray = cell(length(rowindexcorners),1); % Initialises cell array of zeros for i =1:numel(rowindexcorners) Cornerscellarray(i) = {[rowindexcorners(i) colindexcorners(i)]}; %Assigns the corner indicies into the cell array %This is done so the cell arrays can be compared end for k=1:length(B) %For all the boundaries found perim = B{k}; %Obtains coordinates for each perimeter Z = perim; % Initialise the matrix containing the perimeter corners Sectioncellmatrix = cell(length(rowindexcorners),1); for i =1:length(perim) Sectioncellmatrix(i) = {[perim(i,1) perim(i,2)]}; end for i = 1:length(perim) if Sectioncellmatrix(i) ~= Cornerscellarray Sectioncellmatrix(i) = []; %Gets rid of the elements that are not corners, but keeps them associated with the relevent section end end end This creates an error in the last for loop. Is there a way I can check whether each cell of the array (containing an x and y coordinate) is equal to any pair of coordinates in cornercellarray? I know it is possible with matrices to compare whether a certain element matches any of the elements in another matrix. I want to be able to do the same here, but for the pair of coordinates within the cell array. The reason I don't just use the cornercellarray cell array itself, is because this lists all the corner coordinates and does not associate them with a specific traced boundary.

    Read the article

  • How do I stack images to simulate depth using Core Animation?

    - by Jeffrey Berthiaume
    I have a series of UIImages with which I need to simulate depth. I can't use scaling because I need to be able to rotate the parent view, and the images should look like they're stacked visibly in front of each other, not on the same plane. I made a new ViewController-based project and put this in the viewDidLoad (as well as attached three 120x120 pixel images named 1.png, 2.png, and 3.png): - (void)viewDidLoad { // display image 3 UIImageView *three = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"3.png"]]; three.center = CGPointMake(160 + 60, 240 - 60); [self.view addSubview:three]; // rotate image 3 around the z axis // THIS IS INCORRECT CATransform3D theTransform = three.layer.transform; theTransform.m34 = 1.0 / -1000; three.layer.transform = theTransform; // display image 2 UIImageView *two = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"2.png"]]; two.center = CGPointMake(160, 240); [self.view addSubview:two]; // display image 1 UIImageView *one = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"1.png"]]; one.center = CGPointMake(160 - 60, 240 + 60); [self.view addSubview:one]; // rotate image 3 around the z axis // THIS IS INCORRECT theTransform = one.layer.transform; theTransform.m34 = 1.0 / 1000; one.layer.transform = theTransform; // release the images [one release]; [two release]; [three release]; // rotate the parent view around the y axis theTransform = self.view.layer.transform; theTransform.m14 = 1.0 / -500; self.view.layer.transform = theTransform; [super viewDidLoad]; } I have very specific reasons why I'm not using an EAGLView and why I'm not loading the images as CALayers (i.e. why I'm using UIImageViews for each one). This is just a quick demo that I can use to work out exactly what I need in my parent application. Is there some matrix way to translate these 2d images along the z-axis so they will look like what I'm trying to represent? I've gone through the other StackOverflow articles as well as the Wikipedia references, and have not found what I'm looking for -- although I might not necessarily be using the right terms for what I'm trying to do.

    Read the article

  • Differences between matrix implementation in C

    - by tempy
    I created two 2D arrays (matrix) in C in two different ways. I don't understand the difference between the way they're represented in the memory, and the reason why I can't refer to them in the same way: scanf("%d", &intMatrix1[i][j]); //can't refer as &intMatrix1[(i * lines)+j]) scanf("%d", &intMatrix2[(i * lines)+j]); //can't refer as &intMatrix2[i][j]) What is the difference between the ways these two arrays are implemented and why do I have to refer to them differently? How do I refer to an element in each of the arrays in the same way (?????? in my printMatrix function)? int main() { int **intMatrix1; int *intMatrix2; int i, j, lines, columns; lines = 3; columns = 2; /************************* intMatrix1 ****************************/ intMatrix1 = (int **)malloc(lines * sizeof(int *)); for (i = 0; i < lines; ++i) intMatrix1[i] = (int *)malloc(columns * sizeof(int)); for (i = 0; i < lines; ++i) { for (j = 0; j < columns; ++j) { printf("Type a number for intMatrix1[%d][%d]\t", i, j); scanf("%d", &intMatrix1[i][j]); } } /************************* intMatrix2 ****************************/ intMatrix2 = (int *)malloc(lines * columns * sizeof(int)); for (i = 0; i < lines; ++i) { for (j = 0; j < columns; ++j) { printf("Type a number for intMatrix2[%d][%d]\t", i, j); scanf("%d", &intMatrix2[(i * lines)+j]); } } /************** printing intMatrix1 & intMatrix2 ****************/ printf("intMatrix1:\n\n"); printMatrix(*intMatrix1, lines, columns); printf("intMatrix2:\n\n"); printMatrix(intMatrix2, lines, columns); } /************************* printMatrix ****************************/ void printMatrix(int *ptArray, int h, int w) { int i, j; printf("Printing matrix...\n\n\n"); for (i = 0; i < h; ++i) for (j = 0; j < w; ++j) printf("array[%d][%d] ==============> %d\n, i, j, ??????); }

    Read the article

  • Debugging a basic OpenGL texture fail? (iphone)

    - by Ben
    Hey all, I have a very basic texture map problem in GL on iPhone, and I'm wondering what strategies there are for debugging this kind of thing. (Frankly, just staring at state machine calls and wondering if any of them is wrong or misordered is no way to live-- are there tools for this?) I have a 512x512 PNG file that I'm loading up from disk (not specially packed), creating a CGBitmapContext, then calling CGContextDrawImage to get bytes out of it. (This code is essentially stolen from an Apple sample.) I'm trying to map the texture to a "quad", with code that looks essentially like this-- all flat 2D stuff, nothing fancy: glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GLfloat vertices[8] = { viewRect.origin.x, viewRect.size.height, viewRect.origin.x, viewRect.origin.y, viewRect.size.width, viewRect.origin.y, viewRect.size.width, viewRect.size.height }; GLfloat texCoords[8] = { 0, 1.0, 0, 0, 1.0, 0, 1.0, 1.0 }; glBindTexture(GL_TEXTURE_2D, myTextureRef); // This was previously bound to glVertexPointer(2, GL_FLOAT , 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); My supposedly textured area comes out just black. I see no debug output from the CG calls to set up the texture. glGetError reports nothing. If I simplify this code block to just draw the verts, but set up a pure color, the quad area lights up exactly as expected. If I clear the whole context immediately beforehand to red, I don't see the red-- which means something is being rendered there, but not the contents of my PNG. What could I be doing wrong? And more importantly, what are the right tools and techniques for debugging this sort of thing, because running into this kind of problem and not being able to "step through it" in a debugger in any meaningful way is a bummer. Thanks!

    Read the article

< Previous Page | 211 212 213 214 215 216 217 218 219 220 221 222  | Next Page >